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An interesting card ideas to be sure; my first thought is that it makes the Rare relic that does this a little less special, but the more I think about it it does sound like a fun power to stack. And I do like the upgrade, I'm always testing effects like that since it has a big impact with this mod with all the additional shivs. I've got a small balance patch in the works right now and I'll test the card out
rare power 3 cost
whenever you create shivs, create 1 more
upgrade: whenever you overcreate a shiv, play it
my favorite booster pack mod period
Thanks for the quick fix
Mods in stacktrace:
- InSpired (0.2.0)
- eatyourbeetsvg-theanimator (3.5.9)
Cause:
java.lang.NullPointerException
at inspired.patches.ExtendedPowersPatch$Patch_GainStrengthPower_updateDescription.Postfix(ExtendedPowersPatch.java:172)
at com.megacrit.cardcrawl.powers.GainStrengthPower.updateDescription(GainStrengthPower.java:75)
at com.megacrit.cardcrawl.powers.GainStrengthPower.<init>(GainStrengthPower.java:21)
at eatyourbeets.resources.CardTooltips.InitializeIcons(CardTooltips.java:173)
at eatyourbeets.resources.common.CommonResources.PostInitialize(CommonResources.java:95)
at eatyourbeets.resources.AbstractResources.receivePostInitialize(AbstractResources.java:75)
at basemod.BaseMod.publishPostInitialize(BaseMod.java:2311)
at base
Feel free to leave any feedback or bug reports in the Discussion sections and give the mod a rating to show your support
As for Torment in particular, the strength of the card is its ability to play lots of cards in one turn. It really amplifies Silents powers like 'After Image', 'Envenom', Thousand Cuts' and 'Nerve Agent', and can be truly powerful when paired with relics like 'Kunai', 'Ink Bottle', and so on. Its role is to boost these powers rather than to deal damage by itself which is why it applies Intangible.
The next update is well underway and I'm looking for YOUR feedback to make it the best. Check out the Feedback Focus Discussion thread to help me out with the card Sleight Of Hand , and leave any other feature requests or comments in the Feedback and Balance Discussions thread!
Ethereal Scars, I admit, its indeed a very limited card. Its my guilty pleasure that I know is under-balanced but love anyway. That said, your idea of removing the Wraith/Intangible after the card's effect I think is worth testing out. I'd be willing to add that change to the next patch and see how it plays out
I'll be sure to look into the Empty Cocoon bug asap. A known issue is restarting a combat with the quick-restart mod (or similar). Mods that let you restart a combat without quitting/returning to main menu seem to mess with the save functionality, so until I find a workaround, I would recommend not restarting combats.
Only 3 of the relics are character locked: Trumpet Flower and Snake Plant Spores for the Silent. Breathing Bellows for the Ironclad.
And thanks for your balance feedback. Regarding the card "Nerve Agent" that you mentioned, it is a Power so it already pseudo Exhausts, or is your feedback related to making it Ethereal? That could be an effective balancing mechanic. This specific card has been very challenging, so I'm especially glad to hear feedback about it; it has been through many iterations, yet I still can't determine if its unusably bad, or overpowered haha!
*Nerve Agent reads: 2 cost Power: Apply 5 Poison and Slow to ALL enemies. For each stack of Poison, 1 stack of Slow carries over between turns.